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Unread 19-04-2016, 23:54
scca229 scca229 is offline
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Re: Can you programically retrieve match number?

Quote:
Originally Posted by MasterEric View Post
Apparently this method creates a TCP connection on port 1741 (at least for me) which then listens for requests; when one is received, it is sent through a local variable to the WPI_DashboardRetrieveStatusInfo.vi, where 10,000 bytes are read, then the data is sent to be processed by WPI_DashboardProcessTCPPacket.vi. It does some weird byte stuff that I can't for the life of me interpret, then it reads it, parses it, and passes it out through Power and Errors.

Would this work if I ported it to the robot, or are these port 1741 requests only sent to the dashboard?
The port 1741 part has me wondering if the robot would ever see it since that is not one of the ports that is white-listed through the FMS. Am I reading section 2.4 of the Game Manual correctly in this instance?
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Unread 20-04-2016, 08:19
Greg McKaskle Greg McKaskle is offline
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Re: Can you programically retrieve match number?

Retrieve status info already returns the data. It is wired to the named unbundler at the bottom of the loop. It unbundles the Camera IP and robot IP, but not the other fields. If you grow it, or change robot IP, you can retrieve the event info cluster.

The picture you posted is of the implementation details. That is a constant that sets the feedback node storage the first time it executes. The TCP message shows up occasionally and is held onto by the shift register so that once seen, the return value remains valid.

The new or cached value is then passed by wire, not local variable, to a loop that processes a stream of mixed info. The 10,000 bytes is a max read, by the way.

As for sending to the robot, I'd just write this info to a network table variable. There is no need to make your own TCP connection for about ten bytes of data.

Port 1741: This is communicated on a local connection between the DS and DB. It is on the same computer 99% of the time, and if you are using two computers, it doesn't go through the field either, just between your computers. So the port is unlikely to be blocked. If it is, very little of the DB works already.

The info is not documented, but not cryptic either. The name will be some characters. It is short and understandable event name, but not a complete address or anything. Type will tell you what type of match it was. Number, the match number. Replay will increment if this is a replay of a previous match. I don't want to spoil all the decoding fun...
This data shows up in the log file viewer as the Qual 3-1, for example.

And bear in mind that this wasn't well tested. I expect it to work, and it was put there for this purpose, but to my knowledge hasn't been used yet. It's just like those special feature on your robot that "work" when you talk to other teams and judges, they just haven't been tested on the field .

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